use bytemuck::{Pod, Zeroable}; /// Texture format used for the RT shadow output (single-channel float). pub const RT_SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::R32Float; /// Uniform buffer for the RT shadow compute pass. /// /// Layout (32 bytes, 16-byte aligned): /// light_direction [f32; 3] + _pad0: f32 → 16 bytes /// width: u32, height: u32, _pad1: [u32; 2] → 16 bytes #[repr(C)] #[derive(Copy, Clone, Debug, Pod, Zeroable)] pub struct RtShadowUniform { pub light_direction: [f32; 3], pub _pad0: f32, pub width: u32, pub height: u32, pub _pad1: [u32; 2], } /// GPU resources for the RT shadow compute pass. pub struct RtShadowResources { pub shadow_texture: wgpu::Texture, pub shadow_view: wgpu::TextureView, pub uniform_buffer: wgpu::Buffer, pub width: u32, pub height: u32, } impl RtShadowResources { pub fn new(device: &wgpu::Device, width: u32, height: u32) -> Self { let (shadow_texture, shadow_view) = create_shadow_texture(device, width, height); let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor { label: Some("RT Shadow Uniform Buffer"), size: std::mem::size_of::() as u64, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); Self { shadow_texture, shadow_view, uniform_buffer, width, height } } /// Recreate the shadow texture when the window is resized. pub fn resize(&mut self, device: &wgpu::Device, width: u32, height: u32) { let (shadow_texture, shadow_view) = create_shadow_texture(device, width, height); self.shadow_texture = shadow_texture; self.shadow_view = shadow_view; self.width = width; self.height = height; } } // ── Helpers ────────────────────────────────────────────────────────────────── fn create_shadow_texture( device: &wgpu::Device, width: u32, height: u32, ) -> (wgpu::Texture, wgpu::TextureView) { let texture = device.create_texture(&wgpu::TextureDescriptor { label: Some("RT Shadow Texture"), size: wgpu::Extent3d { width, height, depth_or_array_layers: 1, }, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: RT_SHADOW_FORMAT, usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING, view_formats: &[], }); let view = texture.create_view(&wgpu::TextureViewDescriptor::default()); (texture, view) } // ── Tests ───────────────────────────────────────────────────────────────────── #[cfg(test)] mod tests { use super::*; #[test] fn test_rt_shadow_uniform_size() { assert_eq!(std::mem::size_of::(), 32); } }